The new Monster Manual boasts over 500 monsters, combining revamped classics with a host of brand-new foes to bring excitement to your games. In this trove of ferocious foes, each creature has been fine-tuned to balance them for the updates in the new Player’s Handbook and Dungeon Master’s Guide and features a streamlined stat block designed to make them easier to run.
In this article, we’ll break down the changes in these new monster entries, highlighting how they save you time and effort at the table while making combat smoother and more intuitive!
- New Layout Highlights Crucial Information
- More Information About Monster’s Habitat and Treasure
- Monsters Are Easier to Run
- Exciting Updates for Legendary Creatures
Claim Your Free Copy of Hold Back the Dead
Hold Back the Dead is a single-session adventure part of D&D's yearlong 50th-anniversary celebration. In this adventure designed for four to six level 4 characters, players are tasked to defend Ironspine Keep against the looming horde of the sinister lich, Szass Tam.
Dive straight into the action with stat blocks from the new Monster Manual, a full map of the fortress defense zones, details on siege weapons, and pre-generated character sheets!
New Layout Highlights Crucial Information
The new Monster Manual contains a trove of new and revamped tools to fuel your imagination and streamline your encounters:
Initiative
Initiative is now explicitly listed at the beginning of a creature’s stat block. This includes the monster's Initiative modifier and its Initiative score, so DMs can either roll for Initiative using the monster’s Initiative modifier or use their static Initiative score when deciding the order creatures will go in Initiative.
Ability Scores and Saving Throws
You’ll find the section for ability scores and ability modifiers is no longer a list of scores with modifiers in brackets. It’s now a table that lists the ability score, ability modifier, and corresponding saving throw bonus, including Proficiency Bonus where applicable, in a simple and easy-to-read format. This makes some of the most crucial information about a monster more clearly visible when glancing at the stat block.
Immunities
The next change you’ll notice is that Immunity to damage types and conditions are grouped under a single “Immunity” list. If a monster has Immunity to both damage types and conditions, Immunities to damage types are listed first and Immunities to conditions are listed second. A semicolon separates the two lists to avoid confusion.
Gear
Gear is a new feature in some creatures’ stat blocks that highlights notable, non-treasure items they carry. This can include anything from weapons and armor to items like a Spellbook or Wand.
If a creature has equipment that can be given away or retrieved, those items are listed in the Gear entry. However, not all of a creature’s equipment is necessarily included. For instance, clothing appropriate for the creature is assumed but isn’t listed. Similarly, unusual or monster-specific equipment that isn’t detailed in the 2024 Player’s Handbook is left to the DM’s discretion.
More Information About Monster’s Habitat and Treasure
At the very start of certain monsters’ entries in the new Monster Manual, you’ll see two new pieces of information: Habitat and Treasure.
This helps you see at a glance, a monster’s native environment and what rewards may await characters that defeat–or assist, depending on their disposition–the monster.
The habitat information corresponds to the Monsters by Habitat lists found in the appendices of the new Monster Manual, while the listed treasure types correspond to the Treasure Themes found in chapter 7 of the 2024 Dungeon Master’s Guide. With this information, you’ve got everything you need to decide where in your world your party might encounter the monster, brainstorm additional suitable monsters for your encounter, and develop what types of treasure to include.
Monsters Are Easier to Run

Running combat is hard enough without combing monster stat blocks for pertinent information. The design philosophy behind the new stat blocks in the new Monster Manual was to make the information you need to run encounters easy to find while in the heat of battle.
Consolidated Actions
The Monster Manual simplifies monsters’ abilities by grouping related actions. This change reduces clutter and keeps the action flowing smoothly while still making monsters varied and exciting in combat.
For example, the 2025 version of the Ancient Gold Dragon now has a single Rend attack that consolidates their attacks in a concise package with less repeated information. This means there’s less text to parse as you’re using a stat block, making running the monster more streamlined.
Clearer Language
The new Monster Manual follows the new Player’s Handbook and Dungeon Master’s Guide in improving the game’s language to make playing easier. For monsters, this covers a lot of small changes that add up to make things more accessible. Here is how the consolidated wording makes this monster easier to run at a glance:
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage
This new wording is more concise and places the key information upfront. You’re immediately told that a saving throw is required and how it targets creatures. The effects of the ability are split into Failure and Success sections, clearly laying out how the action works.
Bonus Action and Reaction Spells
Spellcasting monsters now cast spells in ways that are easier to utilize in combat. A monster's spells might appear as options in the Spellcasting action, or they might be specially highlighted as Reactions or Bonus Actions, helping you spot when to use these spells. Some monsters might even cast spells at specific levels or faster than normal.
Each spell-related action, Bonus Action, or Reaction highlights how to use spells in the ways most appropriate for its caster.
Exciting Updates for Legendary Creatures

Higher CR creatures often have more complex stat blocks due to their propensity for more powerful and varied abilities. The new Monster Manual has streamlined these stat blocks, so even if you’re running a cataclysmic final battle, you’ll still be able to focus on the fun.
Lair Bonuses
For more powerful monsters, such as the Ancient Gold Dragon showcased in this article, there is a chance your players will encounter them in their lair, where such monsters are at their strongest. To reflect this, monsters gain bonuses to certain features while within their lair. For the ancient gold dragon, this manifests as additional Legendary Resistances and Legendary Actions.
Updated Legendary Actions
Speaking of Legendary Actions, those have also seen some exciting changes.
Many monsters’ Legendary Actions are now more varied, featuring more options allowing them to reposition or cast spells in the midst of combat. Overall, this makes Legendary Actions more versatile and gives these powerful monsters more flexibility during encounters.
Monsters with Legendary Actions have a certain number of uses of their Legendary Actions, plus an additional use when the monster is in its lair. Each Legendary Action counts as a single use of a monster's Legendary Actions—none cost multiple actions to use. Expended uses of Legendary Actions are still regained at the start of each of a monster's turns, encouraging you to use these actions frequently—and potentially to devastating effect.
This reduces bookkeeping on the DM's part and also allows these monsters to show off more of their abilities over the course of an encounter.
Lair XP
If the prospect of epic loot wasn’t enough, the 2024 Monster Manual offers an incentive to player characters willing to face ferocious foes in the seat of their power. Taking on monsters in their lair now offers an increased XP reward that represents the additional difficulty that comes from facing a monster with access to more Legendary Resistances and more Legendary Actions.
For example, defeating an Ancient Gold Dragon provides 62,000 XP, but defeating the dragon in its lair offers 75,000 XP. Do you think your players are ready to rise to the challenge?
Get Your Hands on These New Stat Blocks
This rounds out our overview of the changes you’ll be seeing in the stat blocks found in the new Monster Manual. With a slew of quality-of-life improvements, running fun and challenging encounters for your players will be even easier. Grab your copy of the new Monster Manual and start preparing for epic encounters!

Davyd is a Dungeon Master living in the south of England with his wife Steph, daughter Willow, and two cats Khatleesi and Mollie. In addition to D&D, he loves writing, 3d printing, and experimenting home automation, often combining all four with varying degrees of success.
Cool
Seriously, like the new rules and designs and stuff are actually cool and intuitive if you aren't looking for a way to ruin it for yourself and others
I disagree, I find both the quality of content and design decisions made are only moving D&D farther and farther away from the intent of the original creators. Been DMing in the D&D space for 40 years now, so I know what I'm talking about.
I'm just saying that they're TRYING to make the game better and you guys should stop trying to look for reasons to be mad at WotC just because the game is not EXACTLY how you want it. (Note: you said "BOTH the content, quality of content, and design decisions," but that is three things.)
I'm not sure they're even trying anymore, more often it seems like they are purposefully trying to ruin the game that was. If they are, then they are failing at trying in dramatic fashion.
I miss creature ecology.
Well if you like older versions better, then go play them with your group instead of arguing with people on here about it
Not a fan of this ‘Rend’ business, I gotta say. I understand consolidation and the reason, but this definitely feels like it cuts in to the experience and uniqueness of running/facing a dragon. Claws/Bite/Tail having different values and damage types was fun.
So you no longer differentiate between bit, claws and tail?
Not arguing in the slightest, just stating the facts as I see them.
Well it’s just listing the spells it can cast guiding bolt is a spell
I get that you might be looking to find fault somewhere, but it takes 5 seconds to calculate the attack. PB 7 plus Charisma Bonus 9 = +16 to hit. The stat block already gives you everything you need to figure that out.
Really loving all the designs with the new creatures and cannot wait for the book to arrive! A little confused with the Initiative score though for the dragon. If it is 10+DEX MOD=12, where is it getting plus +4 from to make it 16? I love a high initiative mod don't get me wrong! Just curious!
Its expertise. Its proficency bonus is +7, so its 7+7 = 14, then +2 from its so it becomes 16.
And I'm saying that most of these "facts" that you're saying are more like opinion
They seem like a fun DM to play with huh? /s
It should just be 16. Says the Spell casting ability is charisma and the spell attack modifier is just that plus proficiency.
I agree wholeheartedly with both of you. I dislike the Consolidated Actions change more than anything.
Some have expressed concerns about missing Lair Actions - but those are not in the stat block themselves. In the MM (both physical and digital) the lair actions are their own entry after the stat block, within the monster's description. I read this simply as, "In the lair, the monster itself is stronger" and this is reflected in the additional legendary resistances/actions, as well as the extra XP. There is no mention of the removal of lair actions and so I feel it wrong to assume as much. The lair itself is practically its own monster, with its own initiative and stat block (actually that would be really nice to have in the Encounter Builder - a Lair stat block and placeholder!)
... brb off to homebrew monster stat blocks to use as lairs in my Encounters...
I feel like they might have skimped on their example here, and as some others have mentioned, there might be a separate spell list section for better reference.
I don't get why they couldn't just show us the entirety of one statblock + bio/lore of something that's going to be in the SRD anyways.
Why not show us a variety of CR statblocks from stuff that are going to be SRD, so we can see stuff like the mentioned "Gear" section.
One thing that would be nice, would be super-simplified, index card-sized statblocks included for non-boss type monsters (IN ADDITION to a more comprehensive statblock) , for those that like to simplify stat blocks for at table referencing. I suppose it's less necessary with being able to bookmark in the app, but it would be cool to have it.